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COPYRIGHT DEPOMT 



AUCTION 

1916 MANUAL 



Price by mail, 50 cents 5 paper, 25 cents. 



THE TUFTS COLLEGE PRESS 



AUCTION 

1916 MANUAL 



THE LAWS, CONVENTIONS AND 
PRINCIPLES OF BIDDING AND PLAY 



CONDENSED AND ARRANGED 

BY 

THE BRIDGE CLUB 



BOSTON 
20 Boylston Street 



GVi2?a 



Copyrighted, 191 6 
By T. W. White, Secretary 



41 



6 1916 

i)Gl.A427167 

7t^ . / • 



DEFINITIONS AND INDEX 

Adversaries. — The partners opposed to the 
Declarer. pp. 12, 37, etc. 

Average Hand. — One including an Ace, a 
King, a Queen, a Jack and a Ten spot, or equiva- 
lent strength. A hand that counts up to ten, 
using the scale: 

Ace = 4, King = 3, Queen = 2, Jack = 1 . p. 20. 

Convention. — An agreement on a definite 
meaning attached to a specified declaration or 
play, which is interpreted through the previous 
imderstanding, but not through ordinary card- 
intelligence. Any group of players may ar- 
range Conventions, provided all the players 
understand them. In this manual are given only 
such Conventions as are generally used by all 
American players. pp. 20, 35, etc. 

Cutting.— See pp. 15, 16. 

Dealing.— See p. 16. 

Declaration. — A proposal to take, with 
Partner, a certain number of odd tricks provided 
that a specified suit is trumps or that the hand 
is played without tnmips; particularly, the 
final Declaration, which held the contract. 

pp. 11, 18, etc. 



6 AUCTION 

Declarer.— The player whose bid held 
the contract. He plays his own hand and 
Dummy's hand; he only can score points by 
tricks. pp. 11, 18, 33, 39, 44, etc. 

Discard. — A card, not trump, played when 
the player has none of the suit led. pp. 36, etc. 

Doubling. — A Declaration, which doubles 
the points credited for each trick above six taken 
by the Declarer provided he fulfills his contract, 
and also gives the Declarer a bonus of 50 for 
fulfilling his contract, with 50 more for each 
trick taken above the contract; but gives the 
Adversaries a bonus of 100 instead of 50 for each 
trick that the Declarer falls short of fulfilling his 
contract. pp. 11, 19, 23, 30. 

Dummy. — Declarer's partner, who spreads 
his cards on the table; also the cards thus spread. 

pp. 18, 33, 34, etc. 

Established Suit. — Cards that will take 
all of the tricks in that suit. p. 21, etc. 

Etiquette. — See p. 41. 

Exposed Card. — One whose face has been 
improperly shown. A card exposed in play is 
left on the table, face up, and is subject to call, 
i. e., must be played when called for by the 
Declarer, provided its play would not cause a 
revoke. pp. 16, 19, 34. 



DEFINITIONS AND INDEX 7 

Finessing. — See p. 40. 

Fulfilling Contract. — Taking as many 
tricks as the final Declaration specified, p. 11, etc. 

Honors.— The score "above the line," in- 
cluding all the score excepting points by tricks; 
more particularly, the score given for holding 
Honor cards. Honor cards, — Ace, King, Queen, 
Jack and Ten of Trumps, or the four Aces at No 
Trump — are also called Honors. p. 12, etc. 

Initial Bid. — A Declaration, made before 
the situation has been complicated by previous 
Declarations, and restricted by Conventional 
significance. pp. 20, 25, etc. 

Insufficient Declaration.— A bid that is 
not larger, either in number of tricks or in 
denomination, than the preceding bid. p. 19. 

Laws. — The code adopted in June, 1915 by 
the Whist Club of New York, and accepted by 
the leading clubs of the country. 

pp. 11, 14, 15, 16, 18, 33, 41. 

Major Suit. — Spades or Hearts, p. 29, etc. 

Minor Suit.— Diamonds or Clubs, p. 29, etc. 

NuLLO. — See p. 43. 

No Trump.— a Declaration, which provides 
that the hand shall be played without any 
trump. pp. 11, 20, 26, 38, etc. 

Odd Trick.— The seventh trick taken by 
one side. p. 20. 



8 AUCTION 

OvERCALL. — To make a Declaration, larger, 
in denomination or in number of tricks, than the 
previous Declaration. pp. 22, 28. 

Pre-emptive Bid — ^See p. 21 

Progressive Auction. — See p. 45. 

Re-doubling. — A Declaration, which again 
doubles the points and bonus connected with a 
doubled Declaration. pp. 19, 31. 

Revoke. — See pp. 13, 34, etc. 

Ruffing. — Trumping, having none of the 
suit led. p. 36, etc. 

Rule of Eleven. — See p. 39. 

Scoring. — See pp. 11, 46, etc. 

Set. — To prevent the Declarer from fulfilling 
his contract. p. 12, etc. 

Simple Honors. — Three Trump Honor cards 
in partners' hands. p. 12. 

Slam. — Taking all thirteen tricks. p. 12. 

Small Slam.— Taking twelve tricks p. 12. 

Supporting Partner's Bid.— See pp. 21, 29, 
etc. 

Table. — The four players; or the four players 
and two candidates for places. p. 15. 

Three-handed Auction.— See p. 44. 

Trick. — Four cards, played one from each 
hand in turn. It is gathered in and turned, 
face down; when the fingers are removed, the 
trick is "quitted." pp. 11, 37, etc. 



INTRODUCTION 

Auction Bridge is deservedly considered the 
greatest of card games. It seems to combine 
opportunities for all the purely intellectual skill 
of Whist, the chances and the psychological 
intuitions of Poker, and the effective team- 
work of Football. Its character and associa- 
tions make it, eminently, a "gentleman's game" 
— and a lady's. 

Unfortunately, almost annual changes in the 
rules have necessitated substantial changes in 
the play, and rendered practically valueless the 
several exhaustive books published since 1908. 
It is reasonably hoped that the code of 108 laws 
adopted by the New York Whist Club in 1915 
will remain unchanged. 

The principal changes in these laws to be noted 
by players accustomed to the older customs, are 
as follows: 

Low Spades have been eliminated; "Spade" 
now means "Royal" or "Lily," and the latter 
terms are not used. 

The Dealer may pass. 

In Bidding, a larger number of tricks over- 
calls a smaller, even if the trick value is less. 



10 AUCTION 

The Slam bonus has been increased. 

New Penalties have been prescribed — for 
doubling or re-doubling improperly, for lifting 
cards during the deal, and for examining cards 
in quitted tricks. 

In the following pages are presented, briefly, 
the more essential laws and such principles of 
play as are now accepted by practically all of 
the best players. Much has been omitted, but 
no statement is given that is not supported by 
the authority of more than one recognized lead- 
ing expert. 



SCORING 

LAWS 

Each side has two scores: the Trick Score, 
commonly called Points, or "Below the line;" 
and the Honor Score, commonly called Honors, 
or "Above the line." 

Game consists of 30 or more Points, and is not 
affected by Honors. Rubber consists of two 
consecutive games, or of two games out of three. 

POINTS by tricks are scored only by the 
Declarer, and only when he fulfills his contract, 
for each trick taken above six, as follows: 

If Clubs are trumps, 6 

" Diamonds are trumps 7 

" Hearts are trumps, 8 

" Spades are trumps, 9 

" No Trump is played, 10 

If the Declaration was "doubled," the number 
of points is doubled; if "re-doubled," the num- 
ber of points is quadrupled. 

11 



12 AUCTION 

HONORS are scored: 

(a) By either side originally holding Honor 
cards of the trump suit: 

3 in partners' hands, value of 2 tricks 



A ** *' 


" " 


" 4 


5 " 


" 


" 5 


4 " one hand 


" 


" 8 


5 " " 


" 


" 10 


4 - 


and fifth 




in partner's 


hand. " 


" 9 



If No Trump is played, 

3 Aces in partners' hands score 30 

4 " - " " " 40 

4 " " one hand " 100 

(b) By the Declarer as a bonus for fulfilling 
his contract when doubled, 50, and 50 more for 
each trick taken above the contract; if redoubled, 
twice as many. 

(c) By the Adversaries as a bonus when they 
"set" the Declarer, 50 honors for each trick less 
than the contract; if doubled, 100, and if re- 
doubled, 200, for each trick less than the con- 
tract. 

(d) By either side as a bonus for making a 
Slam (taking every trick), 100; or a Small Slam 
(taking 12 tricks), 50 honors. 



SCORING — LAWS 13 

(e) By the side winning two games of a 
rubber, a bonus of 250 honors; or for winning a 
game without time to finish the rubber, if pre- 
viously agreed on, 125 honors. 

(f) By either side as penalties for certain 
faults of opponents: viz. "Revoke," 100 honors; 
lifting and looking at any card when turned on 
the table, either during the deal or in a quitted 
trick, 25; Doubling partner's Declaration or 
double, 50; Re-doubling a re-double, 100. 

The Total Score of each side is found by 
adding all of its "points" and "honors." The 
difference of the two totals is the Net Score of the 
Winners of the rubber. 



14 AUCTION 

SUGGESTIONS 

The Laws are the outgrowth of some eight 
years of experimenting by the closest students 
of the Game. The present code was adopted 
after consultation with hundreds of leading ex- 
perts in all parts of the country, and has been 
accepted by most of the leading clubs, even 
though some would have chosen various modi- 
fications. As Amateurs, we do well to accept 
the decision of experts. By adhering to the 
Laws, it is fair to assume that we shall get more 
pleasure from the game. Furthermore, we shall 
be in better state when meeting players from 
other circles. Still further, it may be considered 
that we owe something to the cause of general 
uniformity. To ignore the generally accepted 
Rules or to make new ones for ourselves, would 
be just about as sensible at Auction as it would 
be at Baseball. 

The Laws as promulgated are one hundred 
eight in number, with numerous sub-divisions 
and additions. This book states them in ab- 
breviated form. A few have been omitted, with 
little loss. The busy reader will save time and 
patience; the student who goes further will have 
nothing to unlearn. 



FORMATION OF TABLES 
LAWS 

If more than four desire to play, candidates 
first in the room have the prior right. Those of 
equal standing decide their order by cutting. 
The two lower are partners against the two 
higher. The lowest is dealer and he has choice 
of cards and seats. In cutting, Ace is low, and 
of the suits Spades are low, with Hearts next, 
Diamonds next, and Clubs high. 

At the end of a rubber, and before a new rub- 
ber has been started, if admission has been 
claimed by one or two candidates, the player or 
players who have played most consecutive rub- 
bers withdraw; when all have played the same 
number, they cut, the highest going out. 



15 



DEALING 

LAWS 

The first dealer is determined by cutting; low\ 
deals. The player at Dealer's left is the nextt 
dealer. 

The cards must be shuffled above the table. 
Immediately before the deal the player at the 
Dealer's right cuts, so that each packet has at 
least four cards. The cards must be dealt 
singly, in order, beginning at Dealer's left, and 
must come out even, with thirteen cards in each 
of the four packets. If any direction above 
given is violated, or if any card has been exposed, , 
there must be a new deal by the same dealer; ; 
but no player may claim a new deal after look- 
ing at any of his cards. 

During the deal, the Dealer's partner collects 
and shuffles the other pack and places it at the 
left of the next dealer, where it must remain un- 
til time to be cut for the next deal. 

A player may not lift and look at any card un-: 
til the end of the deal. Violation of this law^ 
gives the opponents 25 in their Honor Score. 



16 



DEALING 17 

SUGGESTIONS 

Under the Laws, each player has the right to 
shuffle, the Dealer last; but it is not customary 
to use that right. 

The Dealer should hold the cards horizontally, 
so that his partner or opponents can not recog- 
nize any — or may not be forced to avoid doing 
so. 

Many players thoughtlessly move the pack to 
their right before the prescribed time. This 
often causes confusion as to which pack should 
be used. 

Two packs are generally used in playing 
Auction. They should be of different colors, to 
avoid danger of mixing. 



THE DECLARATION 

LAWS » 

Bidding is begun by the dealer. He must 
simply declare his bid; as, "One Club," "Two 
Hearts," "One No Trump," or, "No Bid," mean- 
ing that he offers to contract to take, with his 
partner, the stated number of tricks above six 
provided the stated suit is trumps, or that he 
refuses to bid at present. Any comment, oral 
or otherwise, is an offense against etiquette. 
Each player, in order to the left, must then de- 
clare, — to pass, to make a bid, larger in number of 
tricks or as large in number and larger in denomi- 
nation, or to double the last bid or to re-double. 
Every bid or double re-opens the bidding; when 
three in succession have passed a declaration, the 
bidding is closed. If no one bids on the first 
round, the next dealer deals. The final "De- 
clarer," who made the final bid (or who first bid 
the suit on which his partner made the final bid) 
must play both hands, his own and that of his 
partner, who becomes "Dummy." 

Any DECLARATION (not passing) made out of 
TURN calls for a new deal, stands, or is ignored, as 

18 



DECLARATION — LAWS 19 

either opponent may elect before either opponent 
shall have declared or passed. 

An INSUFFICIENT DECLARATION must be made 
sufficient in the same suit if required by either op- 
ponent, and the offender's partner may not re- 
open the bidding. 

If a player expose a card his partner may not 
thereafter bid nor double, nor make the initial 
lead of that suit if prohibited by Declarer. 

Doubling an opponent's declaration doubles 
the points for each trick above six when the con- 
tract is fulfilled, but does not affect the bidding 
value of the declaration; e. g., "One Spade" is a 
higher declaration than "One Heart," and 
"Three Clubs" is higher than "Two No Trumps," 
doubled or not. Doubling or re-doubling re- 
opens the bidding. 

A doubled declaration may be re-doubled 
once only by the declarer or his partner; the 
penalty for re-doubling more than once, is 100 
for opponents' Honor Score. 

A player may not double his partner's declara- 
tion or re-double his partner's double; the 
penalty is 50 for opponents' Honor Score. 



20 AUCTION 

CONVENTIONS 

ONE at a SUIT, as an Initial Bid, carries a 
Conventional meaning, aside from the obvious 
indication of length in that suit. The message 
is this: "Partner, at this suit I hold five or more 
cards, including at least two high Honors, cer- 
tainly the Ace or King, and also at least one tak- 
ing card in another suit. At this trump I can 
with practical certainty take four, probably 
five, tricks; these, with one from your hand and 
one from the advantage of playing the combined 
hands, should give us the odd trick, while if you 
have moderate support I ought to make Game; 
but if you prefer to bid No Trump, you can de- 
pend on me for three or four tricks, especially in 
the suit named. On my word as a gentleman, 
I will not fail you." Four Honors, or sometimes 
a second taking card in another suit may be 
reckoned as equivalent to the small fifth trump; 
but no possible number of trumps would justify 
an Initial Bid of one, without the conventional 
high cards. 

ONE NO TRUMP, as an Initial Bid, has a 
rather loose Conventional meaning. The gener- 
al understanding is that it is justified by, 

(a) Three Aces; 

(b) Anything above an Average Hand, with 
every suit protected; 



DECLARATION — CONVENTIONS 21 

(c) Considerably above an Average Hand, 
with three suits protected; 

(d) One long, established Minor suit, and 
another Ace. 

A PRE-EMPTIVE BID is an Initial bid, or at 
least an unforced one, of two or more Spades or 
Hearts or three or more Diamonds or Clubs. It 
is not limited by the conventional significance of 
a one bid, and it is not an invitation to No 
Trumps. The message is: "Keep off! I want to 
prevent other bids. At this suit I probably can 
make game, perhaps I have four Honors, or per- 
haps it is the only suit at which my hand is 
worth much. If you bid No Trumps or any 
other suit, it is at your own risk." 

SUPPORTING PARTNER'S BID, i.e., bid- 
ding one more at his Declaration when it has 
been overcalled, should carry a definite meaning, 
which is often overlooked even by players of 
considerable experience. The Conventional 
message is: "Partner, at your suit my hand is 
good for two tricks, and very likely more." 
Failure to support Partner when occasion arises, 
or to make a stronger Declaration, carries an 
equally definite message, — that the hand will not 
take more than two tricks, or perhaps not even 
two. 

In estimating the value of a hand as support 
to Partner's bid, it is not a question merely of 



22 AUCTION 

trumps. A King of trumps, even alone, should 
be coimted as a trick, or a Queen with two small 
ones, or a Jack and Ten. An Ace, or a King with 
Queen, of any suit means a trick, while a King, 
or a Queen with Jack, may be counted as half a 
trick. Holding none of any suit is worth two 
tricks and holding only one of a suit is usually 
worth one trick, provided there are two or three 
small trumps in the hand. 

Supporting Partner's Bid of No Trump means 
that the Opponent's suit is well stopped, and at 
least one sure trick in another suit. 

OVERCALLING PARTNER (when the 
opponent has not done so) does not carry a con- 
ventional meaning, but only the obvious: 
"Partner, I dislike to take away from you the 
satisfaction of playing the hands; but from the 
looks of my hand and from what you have in- 
dicated of yours, I believe that we are more 
likely to make Game, or else more safe, in play- 
ing my Declaration." It is considered quite 
natural that a lower Declaration should be over- 
called with a higher (i. e., one that would make 
game by taking fewer tricks) ; also, perhaps, that 
No Trump should be over-called by two Hearts or 
two Spades; but it is unusual to overcall a higher 
Declaration with a lower, as a Heart by two 
Diamonds. "Rescuing" Partner from a No 
Trump Declaration by bidding two Clubs or 



DECLARATION — CONVENTIONS 23 

two Diamonds, is a rather obvious Conventional 
warning of extreme weakness. The expediency 
of the "Rescue" is warmly urged by some good 
players and warmly denied by probably a larger 
number. 

DOUBLING indicates a belief that the op- 
ponents can be set, and that further bidding 
would be unsafe. The following two exceptions 
are valuable new Conventions, sometimes called 
the "McCampbell Doubles." 

DOUBLING a ONE SUIT BID has a strictly 
conventional meaning, which should be mutu- 
ally understood: "Partner, I have a strong hand, 
excepting in that suit. If you are long in that 
suit, we will set him; if you are protected in that 
suit, bid No Trump; if you are weak in that suit, 
bid your longest suit. Fail not!" 

DOUBLING a ONE NO TRUMP BID, is a 

similar strict Convention: "Partner, I am very 
strong and could bid two No Trumps except 
that I am afraid of one suit. Unless you are 
very strong, bid two of your longest or best 
suit." 



24 AUCTION 

SUGGESTIONS 

THE OBJECT in Auction Bridge is to make 
the largest possible net score. To this end the 
most direct way is by scoring Game and Rubber 
with the large bonus of 250; the points and card 
honors are comparatively insignificant, although 
four Honors in one hand, a Slam, or many points 
when doubled and re-doubled, may be consider- 
able. Often a more effective way to a big score 
is by betraying or forcing our opponents into an 
ill-advised bid from which they cannot escape, 
and then doubling. Our defense is equally im- 
portant, — to avoid getting set heavily, and to 
keep our opponents from making game. Do all 
your bidding with these four considerations con- 
stantly in mind. 

As to which should be the first consideration, 
players disagree; it depends on the state of the 
score, personality, and the temper of the players 
at the moment. In general, it is safe to aim first 
at the Rubber. Winning or losing the Rubber 
makes a difference of 500, in addition to the 
points by tricks and the probable honors by cards. 
Some one has figured that winning the first or 
second game of the rubber is better on an average 
than setting our opponents for 185, and that 
winning the third game is better than 310. The 
mathematics appear to be correct. Of course 
this would mean that, defensively, we can af- 



DECLARATION — SUGGESTIONS 25 

ford to be set 185, and in the rubber game 310, if 
it prevents losing the game. 

BIDDING is the most interesting, and prob- 
ably the most effective part of Auction Bridge. 
It has often been remarked that a good player 
would rather have as partner one who bids con- 
sistently but plays the cards poorly, than one 
who plays the cards well but is an erratic bidder. 
Team-work wins bigger scores than individual 
brilliancy ; and the satisfaction is more real. You 
receive a Conventional message from your 
partner, accept it with implicit confidence, add 
your hand to his and compute the number of 
tricks that you jointly can take, and make your 
bid accordingly. What satisfaction can be 
greater than to find that he has just the cards 
that you expected, and you achieve just the esti- 
mated score? What more exasperating than to 
find that he lacks one of the high cards that his 
bid indicated, with the result that you fail to 
control the suit, and are set? Observe the Con- 
ventions. 

Watch closely. Know each bid and what 
cards it signifies. Try to know the purpose of 
each bidder. Remember, until the hand has 
been played; it will help in your play, as well as 
in bidding. 

An INITIAL BID is one made in the first 
round, by the dealer, or, if he passes, by the 



26 AUCTION 

second hand; if both pass, the third and fourth 
hands are, with some modifications, bound by 
the same principles. An Initial Bid is restricted 
as subsequent bids are not, because it carries a 
definite and positive message to the partner. 
His subsequent bidding is based on absolute con- 
fidence that the information given in the Initial 
Bid is true. In fact, it may be said that an 
Initial Bid is primarily informatory. It ordi- 
narily is made more as a suggestion to your 
partner, than with the expectation that it will 
secure the contract. 

THE DEALER makes the first Declaration. 
If you have dealt, sort your hand into alternate 
red and black suits, arranging the cards of each 
suit in order of their value. Consider what pos- 
sible conventional initial bids are open to you. 
Of them, which is safest and most likely to re- 
sult in game? Recall the score. Is a Pre- 
emptive bid necessary? Can you afford to 
conceal some of your strength? 

If the score is love all, the most desirable bids 
would be, in order. Spade, Heart, No Trump, 
Diamond, Club. A pre-emptive bid is advisable 
when you have, for instance, a very strong Heart 
hand, with practically no Spades. Of course it 
is unnecessary when you are strong in all suits. 
A No Trump bid is really one of the safer bids; 
it puts the opponents immediately on the de- 



DECLARATION — SUGGESTIONS 27 

fensive, is seldom doubled, and leaves a prob- 
able way of escape for your partner by bidding 
two of his longest suit. 

If so fortunate as to have a choice between 
two suits equally long and strong, bid the higher 
first, so that if necessary you can bid two of the 
other, leaving your partner the chance to change 
back. 

Concealed Strength. While an Initial 
Bidder must have all that the conventions call 
for, he may have much more. A beginner does 
well to bid soundly to the limit that his hand 
justifies, so as to lose no opportunity of winning 
the Rubber. The skilful bidder may profitably 
vary his tactics, occasionally holding strength 
under cover with a view to turning savagely on 
his opponents later for a heavy honor score. If 
the hand is too strong, there is danger in this of 
wasting your hand by being left without another 
opportunity to bid. 

Pass unhesitatingly if you cannot bid with- 
out violating the conventions. Remember that 
this is a game of high cards. Numbers cannot 
take the place of Aces and Kings. If you have 
eight Spades with Jack or Queen high, you must 
not bid one Spade. You might bid two Spades, 
but better, wait; there will be a chance later. 

SECOND HAND, if Dealer has passed, is an 
Initial Bidder; otherwise you are not bound by 



28 AUCTION 

the strict conventions, but may bid with a view 
to making game or to driving up your opponents. 

If Dealer has bid one suit, you may over-call, 
having either a conventional Initial Bid hand, or 
a long suit even without Ace or King, especially 
if short in the Dealer's suit. We do not usually 
bid No Trump unless protected in the Dealer's 
suit. 

If Dealer has bid No Trump, you may over- 
call with a really long suit; but better leave it to 
Fourth Hand, who will thus advise you what to 
lead. With an established Minor suit and noth- 
ing else, or a strong Minor suit and a re-entry 
card, you should pass, as you can prevent his 
making Game at No Trump and probably can 
not if you drive them to Spades or Hearts. 

If Dealer has made a pre-emptive bid, the in- 
ference is that he is weak in one of the Major 
Suits, and you may defeat his purpose by over- 
bidding; but he may be strong, and deliberately 
leading you on. 

THIRD HAND, if both have passed, may 
assume that strength is massed in Fourth Hand. 
Having one good suit, even without full conven- 
tional strength, it may be of great value to bid it, 
so that your partner will know what to lead in 
case Fourth Hand bids No Trump. Otherwise 
you should be conservative. 

If Dealer has passed and Second Hand bid. 



DECLARATION — SUGGESTIONS 29 

Third Hand is in position similar to that of 
Second Hand when Dealer has bid, except that 
you must assume your partner to be weak. 

If Dealer has bid one of a suit and Second 
Hand passed, Third Hand should bid No Trump 
when having strength in all the suits except 
Partner's, or a strong Major suit over a 
Minor one, or a Major suit with four honors, 
or any suit that appears decidedly more likely 
to make Game. If long in Partner's suit and 
short in others, you may well make the bid in 
that suit pre-emptive. If Dealer has bid No 
Trump and Second Hand passed, you should bid 
two or more of a Major suit if very long; but 
two of a Minor suit would indicate weakness. 

If Dealer has bid and been over-called, you 
have a typical problem, requiring all your judg- 
ment and ''card-sense." Ordinarily, perhaps, 
it is better to support your partner's bid; and a 
careful application of the conventional rules 
stated heretofore will enable you to decide with 
considerable certainty whether your hand re- 
quires you to do so or not. It may be more 
profitable to make a new declaration. Short- 
ness in your opponent's suit is, of course, a con- 
sideration in favor of bidding, while length in 
opponent's suit, with general lack of high cards, 
suggests the advisability of passing. 

Do not fail to consider the positions of cards. 
e. g., A King and Deuce of Clubs in your hand 



30 AUCTION 

means a reasonably sure trick if your right-hand 
opponent has declared Clubs. If your left-hand 
opponent has bid Clubs, your guarded King 
means very little, unless he leads Clubs, as he 
probably will do if you bid No Trump. 

Short Suits mean tricks (provided you have 
small trumps,) when it is your partner's trump, 
but usually not when it is your own or your op- 
ponent's trump. 

Doubling (except of a one bid) is advisable 
when there is more than even chance of setting, 
ij you can not make Game yourselves, and if you 
cannot first drive them higher, and if they have 
no escape by changing their declaration, and if 
it would not cause Declarer to make Game in 
case he should fulfill his contract. When any 
of these conditions are not satisfied, don't double 
unless practically sure of setting for several 
tricks. When all the conditions are satisfied, 
it is sometimes worth while for the weaker hand 
to double on an even chance, in the hope of de- 
ceiving the Declarer as to the location of the 
high cards, or as a warning to Partner to cease 
bidding. 

The Bluff Double, an attempt to frighten 
the bidder or his partner into a declaration more 
advantageous to yourself, is used semi-occa- 
sionally by a "sporty" player — with brilliant 
profit or ignoble loss. 



DECLARATION — SUGGESTIONS 31 

Re-Doubling is advisable when there is de- 
cidedly more than even chance of winning, if 
they can not make a new declaration without 
great loss; or, semi-occasionally, as a Bluff. 

Rescuing a doubled partner by changing the 
declaration, is sometimes effective; but more 
often it either makes a bad matter worse, or 
spoils just the situation that your partner most 
desired. 

FOURTH HAND, like subsequent bidders, 
must decide on the best course, giving due re- 
gard to all that has gone before. 

TRUST your PARTNER— and give him 
reason to trust you. Tell him nothing but the 
truth, even if not the whole truth. Having in- 
dicated your strength, give him a chance. For 
instance: Supposing you have a strong hand and 
bid one Spade, Fourth Hand bids two Diamonds, 
you bid two Hearts, and Fourth Hand bids three 
Diamonds; it is time for you to pass, which 
practically says, "Partner, you decide whether 
to support my Spades or Hearts, or to double 
their three Diamonds, or, if you are very weak, to 
let it go." Bidding one, two, three, without 
giving Partner a chance, is rarely wise. 

Deceive your Opponents — and don't let 
them deceive you. Vary your tactics, and 
keep them guessing. The Bluff, Concealed 



32 AUCTION 

Strength, and the Deceiving Double, are com- 
mon weapons of legitimate attack and defence. 
Deceiving by unusually long study, comments, 
gestures or facial expression, or giving informa- 
tion to Partner by such means or by any secret 
understanding, would be things that "are not 
done." 



PLAYING THE CARDS 
LAWS 

Play is begun by the player at the Declarer's 
left, and is in order, toward the left, one card at 
a time. 

DUMMY, as soon as one card has been played, 
lays his hand on the table, face up, and there- 
after must take no part in the play of the hand 
except to guard the Declarer from making a re- 
voke, or to call the Declarer's attention to an im- 
perfect trick or one erroneously taken or to any 
improper claim by an adversary; or, provided he 
has not looked at any player's hand, to an ad- 
verse revoke or an exposed card. If Dummy 
calls attention to any other error of an adversary, 
no penalty may be exacted for that error; if he 
suggest the play of a card, either Adversary may 
require or forbid the play; if he suggest that 
Declarer is about to lead from the wrong hand, 
either Adversary may require or forbid Declarer 
to do so. When Declarer touches one of Dum- 
my 's cards, except to arrange, that card is played; 
although a card of Declarer is not played until 
quitted. 



34 AUCTION 

A card is "Exposed" by an Adversary of the 
Declarer if played out of turn or dropped on the 
table face up, or exposed to Partner's sight, or 
named improperly. It must be left on the table, 
and is subject to call by the Declarer. When an 
adversary leads out of turn the Declarer may, at 
his option, call the suit to be led, provided he has 
refused to accept the lead before playing to it. 
If an Adversary play fourth hand before the 
second, or call his partner's attention to the trick 
as being already taken or not taken, the De- 
clarer may at his option require the offender's 
partner to play his highest or lowest card or to 
win or lose the trick. 

A REVOKE is established when a player, 
other than Dummy, holding a card of the suit 
called for, plays a card of a different suit, and the 
trick has been turned and quitted or either the 
offender or his partner has played to the next 
trick. The penalty is 100 Honors for the other 
side, and disability to score except for Honor 
cards; if an Adversary revokes, the Declarer has 
the option to add three tricks to his own, which 
shall coimt toward his score of points, but not 
toward any Honor bonus. Any player may ask 
his partner, "Have you no Partner?" (nam- 
ing the suit that he has renounced) before the 
revoke is established, so that the error may be 
corrected, leaving merely an exposed card. 



PLAYING THE CARDS — LAWS 35 

Should Dummy leave the table, he may properly 
request his Adversaries to protect his partner 
from a revoke. 

A player may not lift and examine a trick that 
has been turned and quitted, except to prove a 
Revoke. Penalty, 25 in opponents' Honor score. 



CONVENTIONS 

CONVENTIONAL LEADS, showing the 
exact holdings, are less important than in old- 
fashioned Whist. Elaborate tables of leads are 
used by some experts. An amateur should re- 
member that: 

(a) Of Ace and King, or King and Queen, the 
King should be led first. An original lead of an 
Ace against No Trump commands Partner to 
play his highest, although this Convention is 
sometimes ignored. 

(b) Of a sequence, between King and Nine, 
the highest card must be led. The convention 
in playing from a sequence led up to, is just the 
opposite. 

(c) An original lead of a small card against 
No Trump should be the fourth best. 



36 AUCTION 

THE SHORT SUIT SIGNAL is the lead of a 
higher, followed by a lower card, and indicates 
a desire to have that suit returned in order to 
ruff. The encouraging signal resembles the 
short suit signal. It is the play of a needlessly 
high card and is completed by the play of a lower 
card. It indicates a desire for Partner to con- 
tinue that suit. Frequently Partner can guess 
whether or not the first card is the beginning of a 
signal. 

The FIRST DISCARD is from wealaiess, and 
is a signal for Partner not to lead that suit. A 
minority of players discard first from strength, 
asking Partner to lead that suit. Whichever 
system is followed, the first discard is not a sig- 
nal if the desired lead was obviously known al- 
ready. 



PLAYING THE CARDS 37 

SUGGESTIONS 

Playing the Cards, it goes without saying, 
is the solid substance of this, as of every card 
game. After the preliminary skirmishing, we 
come to a game of old-fashioned Whist — with 
complications. The bidding and the exposure 
of Dummy's hand have given so much informa- 
tion that a skilful player, seeing one half of the 
cards, frequently knows or can confidently 
guess the location of the other important ones. 
This makes the play easier — or more difficult — 
than Whist. 

Examine your hand and Dummy, recall all 
the bids and passes, and try to locate as many 
of the cards as possible; deliberately plan your 
attack or defense. Play confidently, without 
undue hesitation. 

The Declarer takes in his (and Dummy's) 
tricks; the Adversary who fiist wins a trick 
usually allows his Partner to take in the tricks 
for their side. Tricks should be left in plain 
sight, so arranged as to be easily cotmted by all 
the players. 

THE ADVERSARIES have two objects •' 
First, to save the game, and second, to defeat the 
declaration. Great risks may be taken to ac- 
complish these objects. Additional tricks won 
or lost are comparatively unimportant. 



38 AUCTION 

The Lead, against a No Trump Declaration, 
when Partner has sho\\Ti his suit, should be your 
highest card of that suit, followed by your next 
highest. If your partner has not shown his 
suit your lead should be from your longest suit 
unless the Declarer has bid it. 

The Lead against a Trump Declaration, must 
be determined by considering all the informa- 
tion at hand, remembering that the Declarer is 
long in Trumps and probably short in other suits 
and likely to trump-in early. An Ace, the top 
of a sequence, the higher of only two in a suit, or 
a singleton, would look attractive. It is well to 
avoid leading from a Tenace, as Ace and Queen, 
or King and Jack. As a general rule, plan to get 
in your tricks quickly, imless confident of sav- 
ing the game. 

In Playing against a No Trump declaration, 
care should be taken: To keep a re-entry for your 
long suit; to unblock for your partner's long suit; 
to block Dummy's long suit if possible; to post- 
pone discarding your last card of a suit, which 
would enable the Declarer to locate all the others. 

Against a suit declaration, it usually is well to 
force the Declarer to trump, but very bad to 
allow Dummy to do so. Watch for an encourag- 
ing signal, which would direct you to continue 
that suit; and remember that if your partner 
refuses to give the signal it is, by inference, a 
suggestion to try another suit. 



PLAYING THE CARDS — SUGGESTIONS 39 

THE RLXE OF ELEVEN is an inheritance 
from WTiist. When skilfully used it saves a good 
many tricks; but it applies only when your part- 
ner leads his fourth best card of the suit. 

Rule: "The number of spots on the fourth 
highest card, subtracted from eleven, shows the 
number of higher cards in the other three hands." 

To illustrate: Partner leads an eight spot. 
There must be just three higher cards out. 
Dummy shows Queen and two small ones. You 
hold Ace, Nine, and six spot. The Declarer 
can not take the eight. You play the six, and 
your Ace and Partner's King will catch Dummy's 
Queen. If Partner had led the seven you would 
know that Declarer could take it, and should 
play your Ace. 

THE DECLARER, seeing his own and 
Dimimy's hand, first counts the sure tricks, and 
compares them ^^ith the number needed for 
Game. Then he considers the doubtful tricks, 
and plans the best way to take enough of them 
to make Game. If this is absolutely hopeless, 
he aims at fulfilling his contract. His original 
plan may need to be modified by the fall of the 
cards, but his attention should never be diverted 
from the sure critical trick by the lure of ad- 
ditional tricks not needed for Game or the Con- 
tract. 

When playing No Trumps, he plans for the 
long-suited hand to have the needed lead or re- 



40 AUCTION 

entry. He frequently allows the Adversaries to 
take two or three tricks, until one of them has 
no more of the suit. He plays false cards when 
practicable, hoping to deceive the Adversaries. 

"SATien playing with a trump, the Declarer 
should understand that ruffing ^^-ith one of 
Dummy's few trumps usually means an extra 
trick, but that one of his many trumps is prob- 
ably good at any time, or that he may need them 
all to exhaust the Adversaries' trumps and re- 
gain the lead. 

Finessing, is playing a lower card than your 
best, in the hope that the intermediate card is at 
your right. 

For example: Holding Ace and Queen, you 
lead to them from Dimimy, and play the Queen; 
there is an even chance that King is at your 
right, in which case the finesse gains a trick. 

Another example of finesse arises when you 
hold Ace with others, and Dummy holds Queen, 
Jack and Ten. Play from E>ummy and finesse; 
you will gain a trick if the King is at your right, 
and lose nothing if it is at your left. If the Jack 
and Ten were against you, leading the Queen 
would be suicide; lead to the Queen, and there 
is an even chance that it v>ill take. 

Inferences from the bidding, the importance 
of keeping the lead, or the fact that an unsuc- 
cessful finesse would lose your contract or the 
Game, frequently makes it inadvisable to finesse. 



ETIQUETTE 

LAWS 

An offence against Etiquette is more serious 
than one for which a penalty is prescribed. 
Slight intimations convey much information. 
Declarations should be made orally, in the sim- 
plest manner. Pleasure or displeasure should 
not be shown by word or gesture. Any inquiry 
should be made for one's own information, not 
as a suggestion to Partner. A card should not 
be played with marked emphasis, nor before the 
preceding trick has been quitted. A player hav- 
ing played a winning card should not draw 
another from his hand before Partner has played; 
nor, having drawn a card, should he play a dif- 
ferent one. A player should not incur a penalty 
deliberately. Dummy should not leave his seat 
to watch his partner's play. Conversation dur- 
ing play should be avoided. 



41 



42 AUCTION 

SUGGESTIONS 

The Penalty for violation of the Laws of 
Etiquette may be said to be the severest in 
Auction Bridge; namely, offence to the ladies 
or gentlemen who are playing. 

Any Comments following the play of a hand 
or a session should graciously recognize the poor 
hands, hard luck, or skill, of Partner and op- 
ponents, rather than of one's self. 

Criticise your partner's judgment (or your 
opponent's) only after the hand has been played, 
only when invited, and only with great dis- 
cretion. Good-fellowship is, after all, worth 
more than winning even the hardest rubber. 



NULLO 

This is a variation in Auction, experimented 
with in some sections. It is discouraged by the 
leading Auction writers, on the ground that it is 
too compHcated, injures the standard game, and 
is unnecessary. 

In bidding "Nullo," the player declares not to 
take tricks, each trick taken less than seven 
coimting a specified number of points, commonly 
ten. It is usually played without trumps. 



43 



THREE-HANDED AUCTION 

This is an interesting game, affording good 
sport in the absence of a fourth player. An 
Auction player's game is hardly improved by 
playing Three Handed. 

The Laws are the same in general, excepting 
that: 

Each one plays for himself. 

The final Declarer plays the Dummy hand, 
with his own, against the other two, who are 
partners for that hand only. 

Honor cards count for the player holding 
them: the trick value for each Honor, ten for 
each Ace at No Trumps, and the regular double 
value for four or five Honors in one hand. The 
Declarer has the Honors in the Dummy hand, 
and his own. 

Each game gives the winner 125 Honors, and 
the Rubber gives 250. 

When a declarer is set, each of his adversaries 
scores in the honor column as in Auction. 

At the end of the play, the highest total wins 
from each of the others, and the lowest loses to 
each of the others. 

Bidding is largely a matter of taking chances 
on the Dummy. Free of all obligations to 
Partner, a player usually bids more recklessly 
than in the regular game. The net score is 
likely to be very large. 

44 



PROGRESSIVE AUCTION 

This is a social pastime, conducted in various 
ways. The plan adopted should be announced 
distinctly before play begins. The following is 
suggested as reasonable, but not as authorita- 
tive: 

Each table may play four hands. Rules and 
Scoring will be as in regular Auction except that 
instead of Rubbers each Game will give 150 
Honors to the winners. After playing four 
hands, at a signal the pair at each table who have 
made the larger net score will pass up to the next 
higher table, the winners at the head table re- 
maining and the losers passing down to the foot 
table. At the newly formed tables all will 
change partners. It is advisable to have an 
official score-keeper, who will verify the scores 
at each table before each moving, and record 
each player's net score at that table, on the gener- 
al score-card. The player having the highest 
net score at the time announced for ending play, 
is the final winner. 



45 



SCORE CARD 

Simple Style 

Honors are written "above the line;" Points, 
"below the line." 

In the first Rubber scored opposite, "We" 
played the first hand with Spades as trumps, and 
scored three tricks. This gave us 27 points be- 
low the line. We held simple Honors, which 
gave us 18 above the line. Eventually We won 
the Rubber by 521 to 92; Net Score, 429. 

In the second Rubber, We (A and B) won two 
games and the bonus of 250, but We were set so 
heavily that They were the winners of the 
Rubber. 

The second Rubber might have been scored 
with the first, before adding, making room for 
four Rubbers on the page. 



46 



SPECIMEN SCORE 



We 


They 


A&B 


Y&Z 


250 








36 








32 






300 


40 






18 


30 


14 


250 


80 


18 


24 


16 


30 


27 






50 


30 


30 




16 


40 


32 
328 


27 


24 


14 


505 


18 






328 


521 


92 


177 


92 








429 













47 



SCORER'S TABLE 



Points, for each trick above six: 



Clubs 
6 



Diamonds 
7 



Hearts 
8 



Spades 
9 



No Trump 
10 



Honors, for holding Honor Cards: 



3 in Partners' hands 12 

4 in Partners' hands 24 

5 in Partners' hands 30 

4 in one hand 48 

5 in one hand 60 

4 in one hand and fifth 

inPartner's 54 



D 


H 


S 


14 


16 


18 


28 


32 


36 


35 


40 


45 


56 


64 


72 


70 


80 


90 


63 


72 


81 



NT 
30 
40 

100 



Bonuses: Slam, 100. Small Slam, 50. Rub- 
ber, 250. Setting Declarer, 50 per trick; if 
doubled, 100; if re-doubled, 200. Fulfilling con- 
tract when doubled, 50, and 50 per extra trick; 
when re-doubled, 100, and 100 per extra trick. 



Penalties: Revoke, 100, or 3 tricks. Lift- 
ing card during deal, 25. Examining quitted 
trick, 25. Doubling Partner, 50. Re-doubling 
more than once, 100. 



48 



LIBRARY OF CONGRESS 





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